Ace of Scarabs
Mechanoid Pilot
- Location
- Singapore
[X] Plan Derpy
[X] Plan Derpy Hitting Krukov With A Steel Chair Edition
vote change
[X] Plan Derpy Hitting Krukov With A Steel Chair Edition
vote change
Even so. Every additional starscream that NOD has exponentially increases the number of plots and schemes that they are using against each other. Removing a starscream from the game nominally makes them weaker, but also makes them a more coherent and less self-destructive entity. If we are going to remove a backstabber from their ranks, we should very carefully pick which one to remove. And preferably do so in a way to send the other starscreams a message as to the kinds of behavior that will get their rivals killed (other than attacking us, because that is something that none of them will forgo).Previous historical examples of GDI doing exactly this proves otherwise. GDI has killed warlords in the past and these listed things have not happened. There are few truly uniting factors in NOD the most notable of which is Kane, otherwise the amount of infighting is like Stargate SG-1 System lord levels with multiple starscreams.
You are correct that Mehretu is probably the hardest warlord to remove from the playing field (followed by Stahl). And that Bintang and Krukov are probably the easiest (followed by Reynaldo, who isn't especially competent).[X] Plan Derpy Hitting Krukov With A Steel Chair Edition
Complication.
The warlords killing medics tend also to be the 'guerilla/sabotage' focused warlords, who are going to be by far the toughest to break. It's relatively straightforward to cripple someone like Bintang or Krukov by striking at the industrial facilities that produce their weapons. Difficult if you can't easily find them, but straightforward.
Doing the same to someone like Mehretu is tougher.
So hammering on them to the point where they stop being a force to be reckoned with may not be feasible, at least without giving the other warlords a LOT more freedom of action than they now enjoy. Which is problematic given that, for instance, that Middle Eastern guy has a known predilection for nuking our military bases in the region. Or that Krukov is working on God knows what.
As your quote demonstrates, the various warlords respect the rules of war to varying degrees. Krukov respects them more than most (Europe refers to Reynaldo). Whereas others go out of their way to flout them. By focusing our efforts and resources against Krukov, we are demonstrating that following the rules of war do not provide them with any especial benefits vis-a-vis their rivals. So for the more pragmatically (and morally bankrupt, which, you know, NOD) among them, why bother following those rules? Whereas if we target the ones that deliberately flout the rules of war, we'll demonstrate that following the rules of war will allow them to outlast and outgrow their rivals, even if they otherwise make a nuisance of themselves or present a strategic threat.The bolded is false. We do provide for POWs, and try not to target ambulances, and we also have a protocol for identifying ambulances in theaters of war where NOD is known to observe those rules of war*. And what evidence do you have that GDI does not react to breaches of the rules of war in a way that encourages NOD warlords to break them?
Also, who were you responding to with that message? It seems to come out of nowhere, and provide no evidence for your disruptive claims.
Edit: sorry, reread things, and saw that it was from Rakhun's post. Still, failing to actually quote it made it seem like it was from you.
*See this quote about the Zone Ambulances, from Q1 2058 results:
Even so. Every additional starscream that NOD has exponentially increases the number of plots and schemes that they are using against each other. Removing a starscream from the game nominally makes them weaker, but also makes them a more coherent and less self-destructive entity. If we are going to remove a backstabber from their ranks, we should very carefully pick which one to remove. And preferably do so in a way to send the other starscreams a message as to the kinds of behavior that will get their rivals killed (other than attacking us, because that is something that none of them will forgo).
You are correct that Mehretu is probably the hardest warlord to remove from the playing field (followed by Stahl). And that Bintang and Krukov are probably the easiest (followed by Reynaldo, who isn't especially competent).
But this isn't a question of which warlord is the easiest to break. Nor is it a question of who has a special project that is dangerous to us (I guarantee you that every one of the major warlords has a project of similar threat as project valkyur). The question is who do we want to lead NOD once war breaks out. And we don't need to kill a warlord to remove them from contention. We just need to weaken them more than their rivals. And even spec ops guys like Mehretu can be hurt by taking their cash books and manpower away (such as by placing MARVs in his territory). Without manpower and resources, he "just" leads an especially effective assassination organization, rather than being a continent-spanning warlord.
We want to select against hard to break warlords, not for.
As your quote demonstrates, the various warlords respect the rules of war to varying degrees. Krukov respects them more than most (Europe refers to Reynaldo). Whereas others go out of their way to flout them. By focusing our efforts and resources against Krukov, we are demonstrating that following the rules of war do not provide them with any especial benefits vis-a-vis their rivals. So for the more pragmatically (and morally bankrupt, which, you know, NOD) among them, why bother following those rules? Whereas if we target the ones that deliberately flout the rules of war, we'll demonstrate that following the rules of war will allow them to outlast and outgrow their rivals, even if they otherwise make a nuisance of themselves or present a strategic threat.
I think you may be conflating Stahl with a different guy.In my opinion, Mehretu and Stahl are not significant threats. They're playing the long game, and we're winning the long game. They can continue engaging in assassination and sabotage and terrorist attacks, while we keep fighting back Tiberium and taking over more Yellow Zones. The greatest threat right now is a major Nod offensive that would force us to redirect resources from development to the military.
I think you may be conflating Stahl with a different guy.
Stahl is the warlord in South America. Insofar as we have a general sense of his methods, he seems to actually be kind of a lot like Krukov at the broadest strategic level in that he favors well-armed conventional military forces. When he designs new tech, it tends to be relatively practical (by Command and Conquer standards) and easy to make a lot of. Stuff like 'easily mass-produced laser AKs for my infantry' or 'Fuckit, I'm going to counter GDI railguns and anti-laser ablatives by building assault guns armed with tiberium-based cannons, and I'll make them cheap so that some of them exploding isn't a problem.'
It's not quite the same approach Krukov has; Krukov seems to fetishize his heavy metal a bit, even given that GDI can meet and beat him on those terms and he should probably know that. Moreover, Krukov's got a bit more of the cackling "WITH THE AID OF MY SECRET WEAPON" dynamic if the Underminer or this 'Project Valkyrie' is any guide. Stahl, by contrast, is more of the "unglamorous but effective" guy, as alluded to above... which is arguably a point of strength for him, but on the other hand this is Nod in Command and Conquer and often they thrive on having some goofy exotic weaponry kicking around.
But anyway.
Unless I'm missing something, Stahl and Krukov fill broadly similar niches, in that they both have substantial, well-equipped if differently equipped conventional forces, and tend to fight relatively "straight" fights against GDI forces, hitting hard with plenty of combined arms firepower and not relying on getting too goofy or exotic in their tactics and equipment choices. If Krukov is very dangerous, Stahl has the potential to be similarly dangerous. If he's not similarly dangerous, it's only because his preference for Fabian tactics means he doesn't have any recent battles to point to as proof that he can walk up to GDI and punch us in the nose and more or less get away with it, which reduces his credibility among other Nod factions.
Five hours. 12 vote difference. If you want Steel Chair to win, now's the time to vote for it and/or drop your vote for Plan Derpy.
Adhoc vote count started by Derpmind on Nov 20, 2021 at 2:07 PM, finished with 279 posts and 92 votes.
[X] Plan Derpy
-[X] Infra 5/5 dice 70R
--[X] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
--[X] Communal Housing Experiments 72/140 1 die 10R 74%
-[X] Heavy Ind 4/4 dice 80R
--[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
--[X] Blue Zone Heavy Industrial Sectors 0/500 2 dice 50R (2/7 median)
-[X] L&CI 4/4 dice 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Agri 3/3 dice 30R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 3 dice 30R 100% (3/6 median Stage 2+3)
-[X] Tiberium 6/6 dice 135R
--[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 95%
--[X] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%
--[X] Offshore Tiberium Harvester Stations 0/200 2 dice 40R 10PS 28%
--[X]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[X] Orb Ind 5/5 +2 free dice 140R
--[X] GDSS Philadelphia II (Phase 5) 48/1425 7 dice 140R (7/19 median)
-[X]Services 4/4 65R
--[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X] Military 6/6 +5 free dice 130R
--[X] Security Review
--[X] Reclamator Hub Red Zone 7-South 51/105 2 dice 40R 99%
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Shell Plants (Phase 4) 3/300 3 dice 30R 7%
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Deployment Brest 0/110 1 die 10R 29%
--[X] Havoc Scout Deployment Seoul 0/110 1 die 10R 29% (50% at least one Havoc finishes)
-[X] Bureau 3/3
--[X] Security Review Military DC50 3 dice 100%
- FengChenJin
- Phalfpipe
- Prompt Critical
- Khop
- Desvato
- Unstorpable
- Faraway-R
- Ace of Scarabs
- KnightDisciple
- Rakuhn
- aledeth
- Ceph Mind 343
- tenchifew
- Woltaire
- cokerpilot
- MagnificentMind
- trooperist
- Scarecrow
- Novi
- NHO
- Taliys
- AntiSanity
- marids
- FinalShot
- kanut_Argus0
- Dmol8
- dbRevned
- BoredStudent1414
- Void 17
- FrozenChosen
- Foresen
- ConfusedCanuck
- carterhall
- Captain Hunt
- Akasui
- mayboro
- Bharatavarsha
- Shaper47
- ALanos
- Cerazor
[X] Plan Derpy Hitting Krukov With A Steel Chair Edition
-[X] Infra 5/5 dice 70R
--[X] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
--[X] Communal Housing Experiments 72/140 1 die 10R 74%
-[X] Heavy Ind 4/4 dice 90R
--[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
--[X] -[] Blue Zone Heavy Industrial Sectors 0/500 2 Dice 50R
-[X] L&CI 4/4 dice 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Agri 3/3 dice 30R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 3 dice 30R 100% (3/6 median Stage 2+3)
-[X] Tiberium 6/6 dice 135R
--[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 95%
--[X] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%
--[X] Offshore Tiberium Harvester Stations 0/200 2 dice 40R 10PS 28%
--[X]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[X] Orb Ind 5/5 +2 free dice 140R
--[X] GDSS Philadelphia II (Phase 5) 32/1425 7 dice 140R (7/20 median)
-[X] Services 3/4 60R
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X] Military 6/6 +5 free dice 135R
--[X] Security Review
--[X] Aurora Strike Bomber Development 0/40 1 die 15R 99%
--[X] Reclamator Hub Red Zone 7-South 51/105 2 dice 40R 99%
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Shell Plants (Phase 4) 3/300 2 dice 20R
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Deployment Brest 0/110 1 die 10R 29%
--[X] Havoc Scout Deployment Seoul 0/110 1 die 10R 29% (50% at least one Havoc finishes)
-[X] Bureau 3/3
--[X] Security Review Military DC50 3 dice 100%
- Phalfpipe
- Prompt Critical
- Khop
- Desvato
- Unstorpable
- Faraway-R
- Ace of Scarabs
- DinoHank
- LordArcturus
- Lurking_Badger
- Crazycryodude
- dptullos
- Prospalz
- Simon_Jester
- Shadowward
- EternalStruggle
- Kairos123
- Derpmind
- Hartenyn
- Model DC.14F
- Hawkmoon
- Crazy7s1
- Ttw1
- IndustrialVice2
- Mortis
- Prime 2.0
- Chimeraguard
- Theunderbolt
[X]Plan I want Philly
-[X] Blue Zone Arcologies (Stage 3) 3 Dice 45R
-[X] Suborbital Shuttle Service (Phase 1) 2D 60R
-[X] Continuous Cycle Fusion Plants (Phase 3) 4 Dice 80R
-[X] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 Resources)
-[X] Perennial Aquaponics Bays (Stage 2) 1 Die 10R
-[X] Wadmalaw Kudzu Development 1 Die 20R
-[X] Vertical Farming Projects (Stage 2) 1 Die 15R
-[X] GDSS Philadelphia II (Phase 5) 12 Dice 240R
-[X] Railgun Harvester Factories
--[X] Porto 1 Die 10R
--[X] Vladivostok 1 Die 10R
--[X] Bissau 1 Die 10R
--[X] Maputo 1 Die 10R
--[X] Dandong 1 Die 10R
-[X] Improved Tiberium Containment Facilities Development, 1 die (25 R)
-[X] Advanced Electronic Video Assistant Development 1 Die 20R
-[X] Early Prototype General Artificial Intelligence Development 1D 20R
-[X] Tube Artillery Deployment 1D 15R
-[X] Orbital Defense Laser Development 1D 20R
-[X] Naval Defense Laser Refits 1D 15R
-[X] Havoc Scout Mech Deployment
--[X] Brest 1D 10R
--[X] Seoul 1D 10R
-[X]Security Review 1D
-[X]Security Review (Military) 1D 3D
[X] Plan Stocking the Piles 1.4:
-[X] Blue Zone Arcologies (Stage 3) (Updated) 302/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
-[X] Communal Housing Experiments (New) 72/140 10 Resources per Die -5 PS on Completion, 1 Die = 10 Resources
-[X] Integrated Cargo System 0/800 15 Resources per Die -2 Lab - 2 E -2 CapG on Completion, 2 Die = 30 Resources
-[X] Continuous Cycle Fusion Plants (Phase 3) 125/300 20 Resources per Die, 2 Die = 40 Resources
-[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 20 Resources per Die -1 Lab on Completion, 2 Die = 40 Resources
-[X] Reykjavik Myomer Macrospinner 4/320 20 Resources per Die, 3 Dice = 60 Resources
-[X] Civilian Glider Development (New) 0/40 0/40 10 Resources per Die, 1 Die = 10 Resources
-[X] Perennial Aquaponics Bays (Stage 2) 291/350 10 Resources per Die, 3 Dice = 30 Resources
-[X] Red Zone Containment Lines (Stage 5) 74/180 25 Resources per Die, 1 Die = 25 Resources
-[X] Tiberium Processing Refits (Phase 1) (New) 0/100 20 Resources per Die 1 Die per Turn -250 Processing Capacity if Incomplete, 1 Die = 20 Resources
-[X] Railgun Harvester Factories (Updated) Maputo 0/70 10 Resources per Die -2 E -1 Lab on Completion, 1 Die = 10 Resources
-[X] Offshore Tiberium Harvester Stations 0/200 20 Resources -5 PS per Die, 2 Die = 40 Resources -10 PS
-[X] Improved Tiberium Containment Facilities Development 0/40 25 Resources per Die, 1 Die = 25 Resources
-[X] GDSS Philadelphia II (Phase 5) 48/1425 20 Resources per Die, 10 Dice = 200 Resources
-[X] Green Zone Teacher Colleges 149/200 5 Resources per Die, 1 Die = 5 Resources
-[X] Tissue Replacement Therapy Development 0/60 20 Resources per Die, 1 Die = 20 Resources
-[X] Domestic Animal Programs 0/200 10 Resources per Die -3 F on Completion, 2 Die = 20 Resources
-[X] Reclamator Hub Red Zone 7-South 51/105 Edit: 20 Resources per Die, 2 Die = 40 Resources
-[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
-[X] Tube Artillery Deployment 184/200 15 Resources per Die, 1 Die = 15 Resources
-[X] Shell Plants (Phase 4) 3/300 10 Resources per Die -2 E on Completion, 2 Die = 20 Resources
-[X] Naval Defense Laser Refits 270/330 15 Resources per Die, 1 Die = 15 Resources
-[X] Havoc Scout Mech Deployment (New) Brest 0/110 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
-[X] Security Reviews Military 1 Die
-[X] Security Reviews Military 3 Dice DC 50
[X] Plan I want Philly Pacifiers Edition
-[X] Infrastructure 5/5 Dice 105R
--[X] Blue Zone Arcologies (Stage 3) 302/650 3 Dice 45R 2%
--[X] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 23%
-[X] Heavy Industry 4/4 dice 80R
--[X] Continuous Cycle Fusion Plant (Phase 3) 4 dice 80R 99%
-[X] LCI 4 Dice 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Agriculture 3/3 Dice 45R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%
--[X] Wadmalaw Kudzu Development 0/40 1 die 20R 97%
--[X] Vertical Farming Projects (Stage 2) 65/240 1 Die 15R
-[X] Orbital 5/5 +7 dice 240R
--[X] GDSS Philadelphia II (Phase 5) 48/1425 12 Dice 240R 12/median 19 dice
-[X] Tiberium 6/6 Dice 75R
--[X]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
--[X] Railgun Harvester Factories
---[X] Porto 0/70 1 Die 10R 75%
---[X] Vladivostok 0/70 1 Die 10R 75%
---[X] Bissau 0/70 1 Die 10R 75%
---[X] Maputo 0/70 1 Die 10R 75%
---[X] Dandong 0/70 1 Die 10R 75%
-[X] Services 2/4 dice 40R
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X] Military 6/6 dice 75R
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Aurora Strike Bomber Development 0/40 1 die 15R 99%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Mech Deployment
---[X]Brest 0/110 1 die 10R 29%
---[X]Seoul 0/110 1 die 10R 29%
-[X] Bureaucracy 3/3 Dice
--[X] Rationalize Yellow Zones 3 dice 99% DC 90
[X] Plan Chimeraguard
-[X] Blue Zone Arcologies (Stage 3), 3 dice (45 Resources)
-[X] Communal Housing Experiments, 1 die (10 Resources)
-[X] Suborbital Shuttle Service (Phase 1), 1 die (30 Resources)
-[X] Continuous Cycle Fusion Plants (Phase 3), 2 dice (40 Resources)
-[X] Blue Zone Heavy Industrial Sectors, 2 dice (50 Resources)
-[X] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 Resources)
-[X] Perennial Aquaponics Bays (Stage 2), 3 dice (30 Resources)
-[X] Red Zone Containment Lines (Stage 5), 1 die (25 Resources)
-[X] Tiberium Processing Refits (Phase 1), 1 die (20 Resources)
-[X] Railgun Harvester Factory (Maputo), 1 die (10 Resources)
-[X] Offshore Tiberium Harvester Stations, 2 dice (40 Resources)
-[X] Improved Tiberium Containment Facilities Development, 1 die (25 Resources)
-[X] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
-[X] Green Zone Teacher Colleges, 1 die (5 Resources)
-[X] Tissue Replacement Therapy Development, 1 die (20 Resources)
-[X] Domestic Animal Programs, 1 die (10 Resources)
-[X] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
-[X] Reclamator Hub Red Zone 7 South (Progress 51/105), 2 dice (40 Resources)
-[X] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 Resources)
-[X] Orca Refit Deployment, 2 dice (30 Resources)
-[X] Laser Point Defense Refits, 1 die (15 Resources)
-[X] Tube Artillery Deployment, 1 die (15 Resources)
-[X] Shell Plants (Phase 4), 2 dice (20 Resources)
-[X] Havoc Scout Mech Deployment (Brest), 1 die (10 Resources)
-[X] Security Review, 1 die
-[X] Security Review (Military), 3 dice
[X] Plan A New Something Something
-[X] Blue Zone Arcologies (Stage 3) 3 dice 45R 2%
-[X] Communal Housing Experiments 1 die 10R 74%
-[X] Suborbital Shuttle Service (Phase 1) 1 die 30R 0%
-[X] Continuous Cycle Fusion Plants (Phase 3) 2 dice 40R 35%
-[X] Nuuk Heavy Robotics Foundry (Phase 1) 2 dice + 1 free die 60R 91%
-[X] Reykjavik Myomer Macrospinner (phase 3) 3 dice 60R 2%
-[X] Civilian Glider Development 1 die 10R 92%
-[X] Perennial Aquaponics Bays (Stage 2) 3 dice 30R 100%
-[X] Red Zone Containment Lines (Stage 5) 2 dice 50R 95%
-[X] Offshore Tiberium Harvester Stations 3 dice 60R 85%
-[X] Improved Tiberium Containment Facilities Development 1 die 25R 100%
-[X] GDSS Philadelphia II (Phase 5) 5 dice + 2 free dice 140R %
-[X] Green Zone Teacher Colleges 1 die 5R 86%
-[X] Tissue Replacement Therapy Development 1 die 20R 82%
-[X] Domestic Animal Programs 1 die 10R 0%
-[X] Advanced Electronic Video Assistant Development 1 die 20R 82%
-[X] Reclamator Hubs
--[X] Reclamator Hub Red Zone 7 South 1 die 20R 80%
-[X] Pacifier Mobile Artillery Vehicle Deployment 1 die 10R 100%
-[X] Orca Refit Deployment 1 die 15R 0%
-[X] Orbital Defense Laser Development 1 die 20R 99%
-[X] Tube Artillery Deployment 1 die 15R 100%
-[X] Shell Plants (Phase 4) 1 free die 10R 0%
-[X] GD-3 Rifle Development 1 free die 10R 100%
-[X] Naval Defense Laser Refit 1 free die 15R 74%
-[X] Havoc Scout Mech Deployment
--[X] Brest 1 free die 10R 29%
-[X] Security Reviews (Military) 1 Military die + 3 dice 99%
[X] Plan Philly capstone and mil spending
-[X] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
-[X] Communal Housing Experiments, 72/140 1 die 10R 74%
-[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
-[X] Blue Zone Heavy Industrial Sectors 0/500 2 dice 50R 0%
-[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Perennial Aquaponics Bays (Stage 2) 291/350 2 dice 20R 99%
-[X] Wadmalaw Kudzu Development 0/40 1 die 20R 93%
-[X] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 1 dice 5R 0%
-[X] Tiberium Vein Mines (Stage 2) 20/200 3 dice 60R 87%
-[X] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 39%
-[X] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%
-[X] GDSS Philadelphia II (Phase 5) 32/1425 9 dice 180R 0%
-[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
-[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
-[X] Domestic Animal Programs 0/200 1 die 10R 0%
-[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
-[X] Security Review (Mil) 1 die
-[X] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 80%
-[X] Pacifier Mobile Artillery Vehicle Deployment, 90/120 1 die 10R 100%
-[X] Orbital Defense Laser Development 0/40 1 die 20R 99%
-[X] Tube Artillery Deployment, 184/200 1 die 15R 100%
-[X] Shell Plants (Phase 4) 3/300 1 die 10R 0%
-[X] Naval Defense Laser Refits 270/330 1 die 15R 74%,
-[X] Havoc Scout Mech Deployment (Brest) 0/110 1 dice 10R 29%
-[X] Havoc Scout Mech Deployment (Seoul) 0/110 1 dice 10R 29%
-[X] Security Reviews (Mil) 3 dice +1 Mil 99%
[X] Plan Factories
-[X] Infra 5/5 dice 70R
--[X] Blue Zone Arcologies (Stage 3) 302/650 1 dice 15R
--[X] Communal Housing Experiments 72/140 1 die 10R 74%
--[X] Integrated Cargo System 0/800 3 dice 45R 3/11 median
-[X] Heavy Ind 4/4 +2 free dice 110R
--[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
--[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 49%
--[X] Tokyo Chip Fabricator (Phase 1) 0/125 2 dice 30R 78%
-[X] L&CI 4/4 dice 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Agri 3/3 dice 40R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%
--[X] Yellow Zone Purification Facilities (Phase 2) 12/160 1 die 10R 1/2 median
--[X] Wadmalaw Kudzu Development 0/40 1 die 20R 97%
-[X] Tiberium 6/6 dice 140R
--[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 95%
--[X] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 44%
--[X] Offshore Tiberium Harvester Stations 0/200 2 dice 40R 10PS 28%
--[X]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[X] Orb Ind 5/5 +2 free dice 140R
--[X] GDSS Philadelphia II (Phase 5) 32/1425 7 dice 140R (7/20 median)
-[X] Services 4/4 45R
--[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[X] Domestic Animal Programs 0/200 2 dice 20R 17%
-[X] Military 6/6 +3 free dice 110R
--[X] Security Review
--[X] Reclamator Hub Red Zone 7-South 51/105 1 dice 20R 80%
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Orca Refit Deployment 0/200 2 dice 30R 14%
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Deployment Brest 0/110 1 die 10R 29%
--[X] Havoc Scout Deployment Seoul 0/110 1 die 10R 29%
-[X] Bureau 3/3
--[X] Security Review Military DC50 3 dice 100%
[X]Plan I want Philly v2
-[X] Blue Zone Arcologies (Stage 3) 302/650 3 Dice 45R 2%
-[X] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 23%
-[X] Continuous Cycle Fusion Plants (Phase 3) 125/300 3 dice 60R 86%
-[X] Blue Zone Heavy Industrial Sectors 0/500 1 die 25R
-[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Perennial Aquaponics Bays (Stage 2) 291/350 2 dice 20R 99%
-[X] Wadmalaw Kudzu Development 0/40 1 Die 20R 97%
-[X] Railgun Harvester Factories
--[X] Porto 1 Die 0/70 10R 75%
--[X] Vladivostok 0/70 1 Die 10R 75%
--[X] Bissau 0/70 1 Die 10R 75%
--[X] Maputo 0/70 1 Die 10R 75%
--[X] Dandong 0/70 1 Die 10R 75%
-[X] Improved Tiberium Containment Facilities Development 0/40 1 Die 25R 100%
-[X] GDSS Philadelphia II (Phase 5) 48/1425 12 Dice 240R 12/median 19 dice
-[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
-[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
-[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X] Tube Artillery Deployment, 184/200 1 die 15R 100%
-[X] Orbital Defense Laser Development 0/40 1 die 20R 99%
-[X] Naval Defense Laser Refits 270/330 1 die 15R 74%,
-[X] Havoc Scout Mech Deployment
--[X] Brest 0/110 1 die 10R 29%
--[X] Seoul 0/110 1 die 10R 29%
-[X] Security Review, 1 die
-[X]Security Review (Military) 1D 3D
[X] Plan Derpy With Nuuk
-[X] Infra 5/5 dice 70R
--[X] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
--[X] Communal Housing Experiments 72/140 1 die 10R 74%
-[X] Heavy Ind 4/4 dice 80R
--[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
--[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 49%
-[X] L&CI 4/4 dice 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Agri 3/3 dice 30R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 3 dice 30R 100% (3/6 median Stage 2+3)
-[X] Tiberium 6/6 dice 135R
--[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 95%
--[X] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%
--[X] Offshore Tiberium Harvester Stations 0/200 2 dice 40R 10PS 28%
--[X]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[X] Orb Ind 5/5 +2 free dice 140R
--[X] GDSS Philadelphia II (Phase 5) 48/1425 7 dice 140R (7/19 median)
-[X]Services 4/4 65R
--[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X] Military 6/6 +5 free dice 130R
--[X] Security Review
--[X] Reclamator Hub Red Zone 7-South 51/105 2 dice 40R 99%
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Shell Plants (Phase 4) 3/300 3 dice 30R 7%
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Deployment Brest 0/110 1 die 10R 29%
--[X] Havoc Scout Deployment Seoul 0/110 1 die 10R 29% (50% at least one Havoc finishes)
-[X] Bureau 3/3
--[X] Security Review Military DC50 3 dice 100%
[X]Plan Tokyo Straight-Away
-[X]Infrastructure 5/5 70R
--[X] Blue Zone Arcologies (Stage 3) 302/650 1 dice 15R (median 1/5)
--[X] Communal Housing Experiments 72/140 1 die 10R 74%
--[X] Integrated Cargo System 0/800 3 dice 45R (median 3/11)
-[X]Heavy Industry 4/4 + 1 90R
--[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 3 die 60R 86%
--[X] Tokyo Chip Fabricator (Phase 1) 0/160 2 dice 30R 78%
-[X]Light & Chemical Industry 4/4 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X]Agriculture 3/3 30R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%
--[X] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 41%
-[X]Tiberium 6/6 125R
--[X]Tiberium Vein Mines (Stage 2) 5/200 4 dice 80R 100% (Vien Mines 3 median 4/6)
--[X]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
--[X]Offshore Tiberium Harvester Stations 0/200 1 dice 20R 5PS (median 1/3)
-[X]Orbital Industry 5/5 + 2 140R
--[X]GDSS Philadelphia II (Phase 5) 32/1425 7 dice 140R (median 7/20)
-[X]Services 4/4 65R
--[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 78%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X]Military 6/6 + 4 135R
--[X] Reclamator Hub Red Zone 7-South 51/105 2 die 40R 99%
--[X] Long Range Sensor System Deployment (Phase 2) 26/300 1 dice 25R (median 1/4)
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Ablat Plating Deployment (Stage 4) 45/200 1 dice 10R (median 1/3)
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Mech Deployment
---[X]Brest 0/110 1 die 10R 29%
---[X]Seoul 0/110 1 die 10R 29%
--[X] Security Review 1 die auto
-[X]Bureaucracy 3/3
--[X]Security Reviews
---[X]Military 3 dice auto
[X] Plan Deploy the Dakka
-[X] Blue Zone Arcologies (Stage 3), 2 dice (30 R, 0%)
-[X] Communal Housing Experiments, 1 die (10 R)
-[X] Suborbital Shuttle Service (Phase 1) 0/200, 2 dice (60 R, 23% chance)
-[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 (3 Dice, 60 R) (86% chance)
-[X] Blue Zone Heavy Industrial Sectors 0/500 (1 Die, 25 R) (1/7.5 median)
-[X] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 R)
-[X] Perennial Aquaponics Bays (Stage 2), 3 dice (30 R, 32%)
-[X] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R, 0%)
-[X] Red Zone Containment Lines (Stage 5), 2 dice, 74/180, (50 R)
-[X] Offshore Tiberium Harvester Stations, 2 dice, 0/200 (40 R)
-[X] Improved Tiberium Containment Facilities Development, 1 die (25 R)
-[X] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
-[X] Green Zone Teacher Colleges, 1 die (5 R)
-[X] Tissue Replacement Therapy Development, 1 die (20 R, 78%)
-[X] Domestic Animal Programs 0/200 1 die 10R 0%
-[X] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 R)
-[X] Escort carrier development, 1 die (15 R)
-[X] Laser Point Defense Refits, 1 die (15 R)
-[X] Tube Artillery Deployment, 1 die (15 R)
-[X] Shell Plants (Phase 4), 4 dice (40 R, 63%)
-[X] Reclamator Hubs - RZ 7 South, 2 die (40 R, 99%)
-[X] Security Reviews
-[X] Security Reviews - Military, 3 dice
[X] Plan Derpy
-[X] Infra 5/5 dice 70R
--[X] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
--[X] Communal Housing Experiments 72/140 1 die 10R 74%
-[X] Heavy Ind 4/4 dice 80R
--[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
--[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 49%
-[X] L&CI 4/4 dice 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Agri 3/3 dice 30R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 3 dice 30R 100% (3/6 median Stage 2+3)
-[X] Tiberium 6/6 dice 135R
--[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 95%
--[X] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%
--[X] Offshore Tiberium Harvester Stations 0/200 2 dice 40R 10PS 28%
--[X]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[X] Orb Ind 5/5 +2 free dice 140R
--[X] GDSS Philadelphia II (Phase 5) 32/1425 7 dice 140R (7/20 median)
-[X]Services 4/4 65R
--[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X] Military 6/6 +5 free dice 130R
--[X] Security Review
--[X] Reclamator Hub Red Zone 7-South 51/105 2 dice 40R 99%
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Shell Plants (Phase 4) 3/300 3 dice 30R 7%
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Deployment Brest 0/110 1 die 10R 29%
--[X] Havoc Scout Deployment Seoul 0/110 1 die 10R 29% (50% at least one Havoc finishes)
-[X] Bureau 3/3
--[X] Security Review Military DC50 3 dice 100%
[X] Plan Derpy with Reclamator Hub and Heavy Industrial zones
-[X] Infra 5/5 dice 70R
--[X] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
--[X] Communal Housing Experiments 72/140 1 die 10R 74%
-[X] Heavy Ind 4/4 dice 90R
--[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
--[X] -[] Blue Zone Heavy Industrial Sectors 0/500 2 Dice 50R
-[X] L&CI 4/4 dice 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Agri 3/3 dice 30R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 3 dice 30R 100% (3/6 median Stage 2+3)
-[X] Tiberium 6/6 dice 135R
--[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 95%
--[X] Reclamator Hub Red Zone 7-South 51/105 1 die 99%
--[X] Offshore Tiberium Harvester Stations 0/200 2 dice 40R 10PS 28%
--[X]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[X] Orb Ind 5/5 +2 free dice 140R
--[X] GDSS Philadelphia II (Phase 5) 32/1425 7 dice 140R (7/20 median)
-[X]Services 4/4 65R
--[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X] Military 6/6 +5 free dice 130R
--[X] Security Review
--[X] Reclamator Hub Red Zone 7-South 51/105 2 dice 40R 99%
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Shell Plants (Phase 4) 3/300 3 dice 30R 7%
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Deployment Brest 0/110 1 die 10R 29%
--[X] Havoc Scout Deployment Seoul 0/110 1 die 10R 29% (50% at least one Havoc finishes)
-[X] Bureau 3/3
--[X] Security Review Military DC50 3 dice 100%
Eh...for me, it's an allergy to leaving business unfinished.
the boss is telling us to do something we should do it as soon we can, also give us more political capital with her to do stuff especially if it goes wrongs, also help out yellow zones
He explicitly told us we didn't have to rush the other project after we nat100'd the first one.the boss is telling us to do something we should do it as soon we can, also give us more political capital with her to do stuff especially if it goes wrong, also help out yellow zones
err I don't think so, she willing to give us the go ahead for mad science and has our back but love us noIsn't it explicitly stated that Litvinov loves us?
I honestly think that we may have swerved too hard into playing pure defense. It's one thing to emphasize hearts and minds, and another to neglect military offensives entirely. Teacher Colleges are certainly good, but Krukov is Up To Something and I don't want to find out what that Something is the hard way.
still a better idea to get it done now especially since it nearly completed, no reason to leave it hangingHe explicitly told us we didn't have to rush the other project after we nat100'd the first one.
He explicitly told us we didn't have to rush the other project after we nat100'd the first one.
Plan derpy only has a 7% chance of completing another phase of shells. How soon we get them is unlikely to be meaningfully different between the two plans. This is particularly important because the timeline of any offensive anywhere is turns out at best - the next big ground offensive is likely to be Karachi, which is at minimum a year out.can't do offensive without shells, our military is currently massively hamstrung by the fact we don't have enough shells for any large scale engagements
Word of QM is that Stahl is competing for the title of most dangerous Nod warlord to have at the helm, along with possibly the Indian warlord. Stahl taking the helm may be a low risk situation, but it's a high impact one. We don't want him taking the helm in a Traitor Legions scenario if we can possibly help it."The current head of the South American branch of the Brotherhood, Stahl is a rarity within Brotherhood ranks. Having risen from being a street confessor in the 2030s to the head of a regional branch, Stahl has more regard for the lives and capabilities of the Militant than most of his compatriots. Instead of trying to replace them with more regular forces, Stahl has tended to emphasize giving them the best equipment and training possible, paired with distinctly fabian tactics. Rather than the headlong assault, Stahl prefers to harass and harry GDI. A key part of his tactics is the geography. NOD is generally constrained to the area east of the Andes, meaning that GDI has a relatively short front, and oftentimes a significant geographical advantage.
In terms of technology, Stahl has pushed for equalizers and force multipliers, deploying not only laser weapons, but a number of radiation weapons and Tiberium based devices in his war on GDI. These are his preferred force multipliers as they can be given to militants with relatively minimal training, although they are certainly more effective with well trained troops.
However, Stahl has significant opposition within the Brotherhood itself, and while he has refined the South American branch to a fine blade, it is one that he is unlikely to wield. Primarily this is due to his refusal to directly attack GDI, either in the north or south, without some form of substantial tactical advantage and limited goals."
Stahl does seem to be fairly conventional, and also generally competent. Based on his description, he tries to provide better training and equipment to his rank and fail rather than using them as chaff for his elites.
However, Stahl's noted weakness is Nod leadership. Unless he does something drastic to change that, he has no hope of rising to be first among equals. He's waging Fabian warfare against GDI, but he's geographically limited and honestly I don't remember him launching any significant offensives during this quest. It seems possible to isolate him, defend the small Blue Zone west of the Andes, and focus on more immediate threats.
Stahl's well-equipped militants and Fabian tactics could be a major problem if we were launching an offensive against him, but we aren't. He has to come to us. Unless he's willing to commit to a major fight and risk his forces, he's stuck with raids and isolated terror attacks, which aren't likely to threaten a defended Blue Zone.
I don't think that Stahl can fill the same niche as Krukov, because the niche that Krukov fills is "Nod commander with major conventional forces who is willing to use those forces aggressively". Stahl doesn't have as many factories as Krukov, which limits his ability to launch a serious offensive, and his caution so far suggests that he doesn't have the desire to launch a serious offensive that would risk major losses.
Mehretu is the assassination and sabotage guy; Stahl is limited to those tools, along with raids, unless he's willing to take those risks. So far, both his intelligence file and our observations suggest that he is not. I'm putting him with Mehretu because both of them are not engaging in significant conventional battles, even though in Mehretu's case it's because he has a different focus and in Stahl's case it's because he's pretty conservative.
To be frank, fussing over who wins the brotherhood bowl is like arranging the deck chairs on the titanic. If they unite under anyone right now we're fucked, and Krukov is the one moving fastest to making it happen.Word of QM is that Stahl is competing for the title of most dangerous Nod warlord to have at the helm, along with possibly the Indian warlord. Stahl taking the helm may be a low risk situation, but it's a high impact one. We don't want him taking the helm in a Traitor Legions scenario if we can possibly help it.
every little bit counts with shells and taking away die from them slows it down, maybe next turn we will take away another die slowing and slowing it down further and further, we can't not delay much more with the global flare up coming upPlan derpy only has a 7% chance of completing another phase of shells. How soon we get them is unlikely to be meaningfully different between the two plans. This is particularly important because the timeline of any offensive anywhere is turns out at best - the next big ground offensive is likely to be Karachi, which is at minimum a year out.
Meanwhile, we DO complete tubes this turn either way, which immediately reduces shell use and starts building our stockpile - on top of the shells already having been enough to last at St. Petersberg. The days of running out of shells mid-fight from our existing defensive positions are behind us.
I and Derpy made the choices we did developing Steel Chair because we had a priority that absolutely has to be done immediately for it to matter and green zone teachers initiative does not - and we were able to do it without compromising the timeline of shells, to boot.
Next turn is going to be resource expensive, while shells and teacher intiative are cheap. They WILL get done no matter what. I can pretty safely promise you that.